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 PostPosted: 29 Mar, 2009 
 
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Confirming that with NO mods whatsoever, the T3 Air Factory has a broken UI. (I even removed my AI mods and the Instant Menu mod)


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 PostPosted: 29 Mar, 2009 
 
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Moonshine Fox wrote:
The experimental Stealth+Cloak field clearly states that everything "within it's operational radius" will be cloaked and stealthed. However, that operational radius is invisble, or larger than Four Leaf Clover (which is the stage I tested it on).


All the super weapons have unlimited area of effect. This is why you cannot see their range circle... it's larger than the biggest map.

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Also, did you change the Mantises very much? It seems it takes two mantises forever to kill a single T1 MEx. Are they significantly weaker, or did you buff MExes? In addition, the artillery+mantis+scout combination is ridiculously powerful in early T1. The enemy will be stunned out of range and whittled down by mantises without much of a counter


Mantises have slight decrease in DPS (about 12%), and mex have different health. Aeon mex has less, uef mex has more.

The medusa is a stun weapon, does some damage too, but costs as much as 2 tanks.

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 PostPosted: 29 Mar, 2009 
 
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ZOMG! Okay, they really ARE awesome these ultimate weapons. O.o And yes, of course I forgot to look at the medusa prize. They are really useful, so it makes sense that the enemy can produce two tanks for the price of one medusa. Thanks for the headsup!

Love the mod so far, it's brilliant. Only thing that bugs me is the T3 Cybran air fact. Any chance you have found the issue?


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 PostPosted: 29 Mar, 2009 
 
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No, but I haven't looked at it carefully. I thought a UI mod was causing it, but I'll look into it some more.

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 PostPosted: 29 Mar, 2009 
 
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FunkOff wrote:
No, but I haven't looked at it carefully. I thought a UI mod was causing it, but I'll look into it some more.
Much appreciated. I can confirm no mods were in effect when I tested it. I deactivated all mods, then deleted all mod folders and .scd files from both the game folder and the My Games folder. FA was completely clean, save for your mod.

Shame really, I love the new cybran :D I appreciate the work you've done on this, and are still doing. Brilliant!


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 PostPosted: 29 Mar, 2009 
 

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Oh sorry, I read somewhere that Sorian AI was compatible.


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 PostPosted: 29 Mar, 2009 
 
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Joubarbe wrote:
Oh sorry, I read somewhere that Sorian AI was compatible.

Keep your eyes on this thread. I'm testing how the AIs are behaving with this mod. Duncanes does...ok, but certainly not good enough to be playable. Will be testing Sorian next.


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 PostPosted: 01 Apr, 2009 
 
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hey I'm back and I love to say that I can continue to host your mod YAYA and I'd love to keep going being your primary host thanks.

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 PostPosted: 03 Apr, 2009 
 
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Slight issue, I can't find any effective TMD for Cybran unless you are up to QG, which really isn't fast enough to avoid getting sniped early on. Is there an alternative I am missing?


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 PostPosted: 03 Apr, 2009 
 

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attack the TML?

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 03 Apr, 2009 
 
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BulletMagnet wrote:
attack the TML?
^^ Excellent suggestion of course, but still, any defence would be welcome :D


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 PostPosted: 05 Apr, 2009 
 
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Right, another issue:

It looks like you are using global overrides on item descriptions, which breaks tooltips from other mods. I'm trying to use BlackOps Upgraded Commanders in conjunction with this, and it doesn't show any tooltips when Faction Diversity is activated.


Anything you could look into for the next version FO?


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 PostPosted: 05 Apr, 2009 
 
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Moonshine Fox wrote:
BulletMagnet wrote:
attack the TML?
^^ Excellent suggestion of course, but still, any defence would be welcome :D



The T3 airborne TMD for cybran.

Also, v7 is on my list of things to do, but there's really not a whole lot of interest in it, atm.

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 PostPosted: 05 Apr, 2009 
 
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FunkOff wrote:
...Also, v7 is on my list of things to do, but there's really not a whole lot of interest in it, atm.
Understandable, yet my question remains, would it be possible to change descriptions so that they do not overwrite other mods (hooked) descriptions?


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 PostPosted: 05 Apr, 2009 
 
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Moonshine Fox wrote:
FunkOff wrote:
...Also, v7 is on my list of things to do, but there's really not a whole lot of interest in it, atm.
Understandable, yet my question remains, would it be possible to change descriptions so that they do not overwrite other mods (hooked) descriptions?


It absolutely can be done.

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 PostPosted: 05 Apr, 2009 
 
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You're doing that just to annoy me, aren't you? ^^ Anyways, whenever v7 gets released, keep it in mind. I'll see if I can hack it together for meself atm ;)


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 PostPosted: 24 Apr, 2009 
 
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After having played this a lot, it seems that Seraphim is ridiculously overpowered (or I just kick *** compared to my buddy). I seem to be able to dish out enough tanks to just level his. And since my interceptors whoop his, I have no trouble gaining air superiority and thus denying him intel (no radar for Aeon) and can just run him over.

Is he doing something really bad, or are Seraphim just a tad OP?


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 PostPosted: 31 Aug, 2009 
 
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Moonshine Fox wrote:
Is he doing something really bad, or are Seraphim just a tad OP?


Possibly a mix of both. I don't have enough beta testers to have a rigid assessment of balance.

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 PostPosted: 16 Nov, 2009 
 

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I'm game! I'll help test! :)
I love the work you've done so far, please keep it up!

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 PostPosted: 16 Nov, 2009 
 
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Is funkoff even still supporting this mod?

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